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/*
* Copyright (C) 2014 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#if ENABLE(GAMEPAD)
#include "GamepadHapticEffectType.h"
#include <wtf/Forward.h>
#include <wtf/HashSet.h>
#include <wtf/WeakHashSet.h>
namespace WebCore {
class GamepadProviderClient;
class PlatformGamepad;
struct GamepadEffectParameters;
class GamepadProvider {
public:
virtual ~GamepadProvider() = default;
WEBCORE_EXPORT static GamepadProvider& singleton();
WEBCORE_EXPORT static void setSharedProvider(GamepadProvider&);
virtual void startMonitoringGamepads(GamepadProviderClient&) = 0;
virtual void stopMonitoringGamepads(GamepadProviderClient&) = 0;
virtual const Vector<WeakPtr<PlatformGamepad>>& platformGamepads() = 0;
virtual bool isMockGamepadProvider() const { return false; }
virtual void playEffect(unsigned gamepadIndex, const String& gamepadID, GamepadHapticEffectType, const GamepadEffectParameters&, CompletionHandler<void(bool)>&&) = 0;
virtual void stopEffects(unsigned gamepadIndex, const String& gamepadID, CompletionHandler<void()>&&) = 0;
virtual void clearGamepadsForTesting() { }
protected:
WEBCORE_EXPORT void dispatchPlatformGamepadInputActivity();
void setShouldMakeGamepadsVisibile() { m_shouldMakeGamepadsVisible = true; }
WeakHashSet<GamepadProviderClient> m_clients;
private:
bool m_shouldMakeGamepadsVisible { false };
};
} // namespace WebCore
#endif // ENABLE(GAMEPAD)
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